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KSP2 Release Notes
Everything posted by NathanKell
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
dlrk: yes please. -
Heh, yup, that's how it starts Two last little issues: (1) can you put the readme in the folder, and add install instructions to the readme (i.e. "extract this folder to ksp/GameData/") (2) can you select a license, and say what it is in the readme? http://forum.kerbalspaceprogram.com/threads/44738-License-Selection-Guide (*all* KSP mods need licenses).
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Cool! Can you do me a favor? Change the code to @STRETCHYTANKTEXTURES[Default] { TitanSide { // by Planeguy868 sides { texture = Planeguy868/titanside uScale = 2 vScale = 1 autoScale = true autoWidthDivide = true autoHeightSteps = 0.5 } ends { texture = StretchyTanks/Parts/ends } } } Put that in a file named (well, whatever you want, but how about) TitanSide.cfg and then put it and the texture in a folder called Planeguy868 (well, whatever you want. Just also change the reference in the code above). Also add a readme with your license and something like "Requires StretchySRB. Place this folder in ksp/GameData" Then compress that folder to a zip (i.e. the root of the zip contains the folder Planeguy868 and inside that are the files) and post the link, and I'll put it on the OP (with preview) for people to download.
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pina_coladas: Nope, RF considers Kerosene to be Kerosene. I got out of the stock resource business in v4 (all except SolidFuel...I probably should just bite the bullet and add PBAN and HTPB.) kommitz: I too support Methane (it's probably the sanest fuel for NTR, and Bob Braeunig calculated you get higher stage deltaV with it anyway, usually, given LH2's low density). And RF will obviously @name = LqdMethane your configs.
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jrandom: download again ROv3pre2 (I don't think SFJackBauer uses any N2O/Amines engines, so it's just RftS that does them...). I just verified it's correct in the ROv3pre2 that's up there now. Maybe it you still had pre1, or maybe it was one of those things I fixed like 5 minutes later and you downloaded just before I fixed and reupped? They will show as 0 on the button, but the tank should get like 0.03% Amines by unit ratio (which, considering N2O's utilization, will be a lot.)
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planeguy868: note that most of the textures aren't in MBM. Just create a new square texture (png?) to use as the tank sides, optionally create a new one for the ends, and read the documentation in STTextures.cfg for how to add your new textureset to the game. Then post it on here so we can all use it! ola: the first is by design: AncientGammoner decided that LF-only tanks should use the same fuel-per-volume as the spaceplane fuselage LiquidFuel tanks. That's why they contain less. The second is a bug that I have fixed; I'm trying to fix the SRB nozzle issue too before releasing v8.1 but for now you can read a page or two back and download my replacement DLL.
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
NathanKell replied to shaw's topic in KSP1 Mod Releases
Holeeee.....nice! -
J_Davis: there's very little different between AZ50 and UDMH and MMH. I suggest only using 1 hydrazine-derivative per engine (MMH for O and U+, AZ50 or UDMH [depending on if US or non-US] for other engines). So I'd suggest replacing MMH with AZ50 (or UDMH) for U, and HTP/Kero for L. (and varying whether AZ50 or UDMH). Actually, you could just exclude MMH and AZ50 and always use UDMH. That probably makes the most sense from a gameplay standpoint. So definitely KHP for the third L fuel. Further, I'd ditch UDA in U for KL, and UDA in U+ for ML. Oh lord really, FOOF? C'mon. Also do like "SHOES". Maybe AMA for the third O fuel? Or even HZ for a monopropellant engine? jrandom: it was fixed when you told me about it and I released the next pre. The autoconfig button just rounds for display purposes; it will configure your tank correctly. ======= As a holdover until stockalike is redone, I've at least fixed the solids so they have the same mass of solid fuel as stock KSP or MFS3.x.
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Not much more than "it's planned" at this point: a system to get around KSP's texture size limit by splitting textures up into smaller parts and loading only what's needed.
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Editing game time should only be an issue for ECLSS (I *think* that's the only mod that handles unloaded vessels per tick rather than on loading them). The other life support mods handled unloaded resource use when you reload the vessel, and orbits etc. are all just based on calculations of UT - vessel.epoch
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Mass matters when seeing how a given drag force (in newtons) gets converted to change in velocity. Not in computing the drag force.
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WarStalkeR: Sorry, I think you may have posted in the wrong thread. This is the thread for Real Solar System; it changes planets and moons, etc. I think maybe you're thinking of Module Manager?
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Do like. RealFuels will totally be using this.
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OP updated with new screenies. Razorcane, saw it and thanks!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NathanKell replied to ferram4's topic in KSP1 Mod Releases
Just reaffirming the permissions thing. If you installed KSP in Program Files (or if you're using the steam version and steam is in Program Files) and you're using a Windows OS more recent than XP, you likely don't have full permissions in that folder. Move your KSP out of there.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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As stated above:
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Expected. Fusebox doesn't know that RT2 applies the consumption multiplier before drawing the resource; Fusebox just pulls the part's base EC cost. Also, note my post on previous page re: per-second and per-minute
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Ignoring for now the fact that it would be nice if you could ask politely, and that IIRC I already answered when you asked this before, I point to the fact that RF uses a real density for solid fuel, and that it enforces a 1 unit = 1 liter relationship. This means that to maintain burntime, your solid rockets should have 4.213483146x as many units of SolidFuel as they did before RF. The updated stockalike configs will do this (J_Davis has volunteered to make them, hurrah!), as does (as you see) my version of RO.
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Cfg files are settings files. They only tap into what the code already supports. If the module doesn't support "adding a resource cost by adding a confignode" then adding a confignode won't even be noticed by the module. Also, plugins don't really work like that. You could make your own SAS module that has that feature, or you could make a separate module that detects when SAS is on and draws electricity itself, but you can't really make plugins to modify other classes on the fly. There are some *great* tutorials stickied in this very forum btw; to get started you need a development environment (say, Visual C# Express if you're using Windows) and you need to set it up for KSP (guide in this forum and/or on the KSP wiki). Then you need to, well, learn enough C# to get by--there are tons of "getting started in C#" tutorials on the internet. Finally, to get started in KSP C# writing, you can look over TaranisElsu's wonderful examples in this forum.
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Shad0wCatcher: Sorry, NP2 then. Same thing, I think the difference is raycasting uses the collider and FAR uses the mesh extents.
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- reentry
- omgitsonfire
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dlrk: 6.9 *per minute* Flow for the panel (in flight) is reported per second. You need to change the range multiplier and the consumption multiplier in the Remotetech settings cfg file. Suggested values for RSS+RO are 10 and 0.05, respectively.